DP to get away from people on block. Semi-invulnerable backdash all day to build your primary damage dealing meter. Backdash out of chicken situations constantly.
Sounds like a good idea.
DP to get away from people on block. Semi-invulnerable backdash all day to build your primary damage dealing meter. Backdash out of chicken situations constantly.
Sounds like a good idea.
no focus attacks in this game will be the main reason ill give it a shot
Pretty much this. One frame FRCs (in GG) were fine because there were always other viable ways to spend meter, but meterless 1F links are just annoying. This holds true even given the facts that console AC ran at more than 60 FPS and that GG doesn’t have plinking like SF does.
Deal breaker? Well, I’m buying the game 9 times out of 10. Nice additions? This game being faster and more focused on combos and normals in general. Not just poking, I mean combos. Another thing that would GUARANTEE my purchase is the nice integration of Tekken gameplay mechanics. Juggling being the main thing.
Deal breaker? I guess mine would be if Marduk wasn’t in. Sounds petty, I know…but, I want him in BREAKING FACES~!
On that note, I suppose the serious deal breaker would be if there was a lackluster cast.
the slow ass walk speeds are by far the worst thing about sf4. i’m surprised more people don’t complain about this. i understand all the other complaints but its this that makes the game insanely boring to me above all. i’d like to see that fixed.
^ SSF4 is a sequel to SF2, not SFA or 3.
The only hard thing left is 1-frame linking? Are you playing against a training dummy? The opponent is the source of the challenge. The opponent is what should be making life hard for you. The controls are supposed to be facilitating your gameplay, not hindering it.
In the end, though, it’s not that the timing for links is difficult that annoys me. It’s that the timing is unpredictable. You have lag from online play, lag from your LCD, lag from your converter. All that makes for a frustrating experience when you’ve spent weeks practicing your links at home to get them down 99% of the time only to find that lag at the tournament site is different, making your hard-earned muscle memory useless.
Edit: The deal-breaker for me would be bad netcode.
the fuck this got to do with anything? you think HF/ST don’t have fast walking?
besides which the game has practically nothing in common with SF2. it’s got practically nothing in common with any previous SF game really. if the game is supposed to be like SF2 they should really address the massive number of combos off light hits, the uselessness of meaty attacks, the easy reversals, the crap throws, etc…
I’ll let Daigo do the talking:
"I miss the Guard Clash system. I believe it should be revived. And the throw tech system I think adds to a slower defensive pace. And the new saving system, too, should be tweaked. The addition of the saving system is not harmful as such, but it needs an adjustment because the range of uses is narrow.
"Also, the back-dash is very strong in Street Fighter IV, and the saving, from which a character in defence position throws a move, allows the character to cancel into a back-dash. Too much back-dash slows down the speed of the game, and irritates players. I feel the game should be exciting, but there are too many defensive systems, preventing players from doing damage. The Guard Clash was there to solve that problem. It was such a good system, but for some reason, it got removed.
"I know it sounds harsh, but to be honest, if SFIV hadn’t come out at this time when fighting games were booming, I don’t know if it would have been as successful as it has been. Compared to other Capcom games, I find it a little unrefined. Still, gamers were dying for a new Street Fighter, and it fell on their laps at the right time. I think that the developers were too focused on making a bug-free and character-balanced game.
“Rather than thinking about where to improve, they focused on eliminating the problematic elements. Their intent was not to do something brand new but to avoid creating a bad game. I wanted to see a bit more; a little more of adventurous attitude towards development.”
Daigo Umehara: The King of Fighters Interview - Page 4 | Eurogamer.net
ST walking speeds traverse the screen more or less the same as SSF4 for most characters (In Cody, Makoto, etc.'s case, I agree.), and basically it’s not like SF3 or A, in that attacks do more damage in general, not as fast-paced and draws basically all it’s ‘feel’ from SF2. The game is supposed to ‘feel’ like SF2, even with shit removed.
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totally fuckin owned cazaki
Uh 1 frame links aren’t hard, they are just tedious, if you miss them your probably eating SRK thanks to the huge reversal window. Really I want to see the shift back from defensive to offensive. And I love practicing
Rolling Staaaaaaaaaaart!
Well, I expect the following given what we’ve seen from Capcom:
Character choices that make you go WTF? Why is so-and-so in it, but so-and-so not?
Shitty ass new music, or gay techno remixes of old tracks
Poor overall visual representation
What will be the dealbreaker to get Alexander banned for making stupid threads?
No sweat Home Slice, I’ll give you a KFC coupon to smooth things over.
You’re retarded. The dumb walking speeds is the reason why half the cast can’t hang without gimmicks. Most of the new characters in SF4 don’t have footsies, and if you don’t have footsies in street fighter you ain’t got shit.
Well my ST traveses the screen more or less the same as SSF4 for most characters, but I don’t play on those settings. That was Turbo 3 speed right? Even then it’s not the much different, take note of more or less. Regardless, you take this one until I come up with a snappier comeback.